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andresakatito

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Everything posted by andresakatito

  1. One trick you can do is the Gunflame ->FRC -> Wild Throw. Best time to use it is when you finally got them respecting you, and have them frightened. I made a quick tutorial on how to get started learning it. I haven't tried to see if it works on pad. Hope this helps. I managed to catch my friends with it a couple times, whenever I do decide to pull it out. https://www.youtube.com/watch?v=_-8_C5XkbIc
  2. From what I'm reading, it says HSVV has 5frame start up, and is invulnerable from frames 1-6. Airborne on frame 7, and from 7-11 he's invincible to strikes. If he threw him while grounded. It had to be on the 6th frame. Which is invincible... but not to grabs? I....can't....comprehend.... I think we should edit the info on frame data to be more specific. For example if we say a move is 'invincible,' we list its invincibility to both throws and strikes. (For example say: Frames 1-6 invincible to strikes & throws. Or frames 1-6 invincible to strikes, frames 1-6 invincible to throws.) It may be a stupid idea, but it would make things clearer as to what 'invincible' is. Bottom line, specify invincibility. Even if it is to everything. lol
  3. Just throwing in my 2 cents, j.HS is good for lots of mixups on its own. It has 0 recovery which can lead to funny and satisfying mixups. Here are some of the ones I use. j.HS as soon as you jump so it whiffs. You can either air dash backwards if you think they'll wake up with an antiair, or air dash forward and do j.S -> j.HS -> VV into knockdown. If they block it, use the j.HS to help you see and confirm that they're blocking it so you don't VV and set yourself up for nasty combo. j.HS so that the 2 hits land deep, and you can hit-confirm into ground combo or another VV. Just make sure to get that knock down. After you get them accustomed to seeing 2 hits, you can confuse them even more! j.HS with a small delay after the jump so that only the last hit is blocked. Land, then do 2K -> cl.S -> 6P -> into combo I have yet think of. Or if you managed to get them scared, walk up WT. (Get some running momentum so you stay close after a blocked j.HS) You can also j.HS whiff -> WT. Or j.HS whiff -> jump again -> deep j.S -> combo (another solid combo I have yet to think of) That's all I can think of right now. There's probably more that I use against my friends. But I'm braindead right now. =P
  4. Good stuff! I hella enjoyed watching this! Really hope you make another with combos you didn't show.
  5. Sorry for the delayed response. Been busy with many things, but I did manage to confirm my last post and made a quick video out of it. But to some up my answer to your question, the characters I got the combo on from starting position(Most of which I took a slight step back) are: Anji, Bridget, Chipp, Eddie, I-No, Justice, Kliff, May, Order-Sol, and Venom. My video shows everyone except Anji, Bridget, and Order-Sol. I had everyone's recover/tech set to either forward or backwards, so there's no "Black Beat" combos. I totally forgot to add Dustloops at the end of these combos. I was mainly focused on showing the BB -> GF FRC -> CL BB loops. Did it all in one day. >.< http://www.youtube.com/watch?v=N6uv8SX9e2E Edit: Really sorry for the bad text on the slowdown part, I couldn't find a color to contrast with the background. I suggest you pause it, read it, then continue. Sorry lol
  6. In +R on certain characters(I had them all written down somewhere on my desk), you can actually GF FRC -> CLBB loop them. I only did it from starting position and it took them to the corner. You can even end it with Fafnir into Tyrant Rave. Time it right and you should have 2 Clean Hits before the Tyrant Rave. That's 75% Tension though. Probably not the most practical combo in terms of meter management. >.< You'd probably be better off just doing one loop and if you're in the corner do a small dustloop with 3 reps I think? Finish with VV into knockdown.
  7. Thanks man, I'll give it a try. Also I might have gotten more info to confirm on what causes the game to freeze. My friends came over yesterday to play +R, and the first stage we played on was OS stage from Slash. (You can unlock it if you beat story mode with OS) Whenever we play on that stage it freezes. So we tried other specific stages and went to Paris Stage from Slash repeatedly and it didn't freeze once. So we went back to OS stage and it froze before we could finish the first round. I'm beginning to think its actually the stage that freezes the game. (Kudos to the guy who commented on my video suggesting that it could be the stage.)
  8. How do you set the PS3 in safe mode? o_0
  9. You have your game freezing on you? Mine does it too! My PS3 is a fat one. It only happens to my PS3 and none of my friends. Only happens in Guilty Gear. I've managed to record and upload it on my channel along with another thing that happened while in training mode. My game freezes while playing Vs mode or training mode. Here's the video of it freezing, 1st half is another crazy thing that happened to me. 2nd half is the freezing. http://www.youtube.com/watch?v=awlXSnYiTUQ
  10. Ah ok. Now I got it. It applies if it was combo'd into. Would've been cool it worked that way too. I usually mash through it all the time. On stick I just rotate the joystick(I have an octagon gate) and just tap my fingers on the top 3 buttons: K, S, and HS. I roll my fingers as if I was tapping them on a table waiting impatiently for something... like +R. lol Here's a question I got, would hitting Dust with the mashing part help add to inputs?
  11. Let me know if I am understanding this correctly. After you start GV, you have a small window to hit as many inputs as possible. Like you said about to the 2nd or 3rd hit, then you can stop mashing. And Sol will finish the rest of the move? If this is true, I won't have to mash like a crazy monkey on my stick. Another plus if this is true is that it would make RC'ing the GV into WT if they happened to block the move. Build up the Guard Meter and get a very satisfying SW loop.
  12. Crazy thing is we just got started recording our matches around the same this thread started. I got them up on my youtube channel if you want to check it out. http://www.youtube.com/user/IMMORALTITO We're hella scrubby but we still get hype moments when we pop the game in. We even go as far and quote lines from the show. >.<
  13. Sick! My friends and I have been playing this game for a bit now too. Hopefully this does revive threads here! :D
  14. Thank you so much dude! This cleared everything up for me. All these buffs get me all excited! Didn't know the j.K didn't have the prorate. I should really read all the fine print. Thanks again! So 6P has more hit stun? all we need now is that gattle from 2K and we'll be back to reload Sol. lol
  15. Man I've been gone from here for too long. Learned all kinds of new things now that I've read everything. Loving all these buffs for Sol. Especially the possibility that GF BB loop may comeback. :D But I'm still having a hard time understanding the term 'proration.' Can someone put it in lamest terms for me? Cuz I read that j.S had its proration removed. My air combos usually did a good decent amount of damage from a j.S j.D jump cancel into j.S j.D into aerial BR. If I managed to get this combo at the beginning, it would almost half health.
  16. Lol I was playing the original GG not that long ago and saw the 5HS. My how times have changed. lol Normal Fafnir should definitely be awesome.
  17. Never really used 6HS unless they were dizzy/stunned. Removing the stagger is somewhat of a bummer. But being able to go into it from f.S(if this is specific to this move only) is pretty awesome. 6HS was also able to be special canceled. So maybe go into GF FRC for more pressure? Unless they remove it. Am I reading this right? Aerial Bandit Bringer? If this is true, is the FRC in BB going to be in the aerial version as well?
  18. I just found out that there's going to be another test this Saturday June 30th and Sunday July 1st. Hopefully we'll get more info about gameplay changes to Sol. I am most excited. edit: forgot to post where I read this. Here you guys go. http://shoryuken.com/2012/06/25/2nd-guilty-gear-xx-accent-core-plus-r-location-test-announced-for-630-71-in-shinjuku/
  19. Even though it doesn't say "Clean Hit" it does have that look of a clean hit like you said. I'm guessing a regular hit still causes ground slide. If the bounce is going to be as high as a counter hit, does that mean we could loop the Bandit Bringer if we timed it to continually get Clean Hits?
  20. Well that's disappointing. Lol. I wonder when and if they'll have another loketest.
  21. A TK FB Sidewinder counting as an overhead would be too good to be true. I wonder how big the hitbox for the FB Sidewinder. Good thing about this is that he could salvage the Sidewinder loops with FB version in case the player isn't sure whether or not they're going to clean hit. I know I still have trouble with it sometimes. I'm more curious about the BB clean hit, has anyone found out if you can GF -> FRC -> BB and repeat? Or if BB has special properties when it clean hits?
  22. If he is then... cool! I've stuck with him the whole time. I'm ok with this. lol
  23. If FB Sidewinder forces a clean hit even when they're ground, maybe it can be used as part of a mix up? Like while they're in the corner, j.HS(whiff), air dash -> j.S -> FB Sidewinder? Probably not the best idea but I'm just throwing ideas out. The j.S would hit them while they're grounded even while they're crouching and the FB Sidewinder would force a clean hit on them if it really has a bigger hitbox.
  24. Where did you read this? Show me! :D Where did it say clean hit when they're grounded?
  25. Yeah I noticed that too, but you said before from what you've gathered that normal hit still ground bounces. Maybe a clean hit has more untechable time so you can GF -> FRC -> BB loop? And if you don't clean hit they can probably recover out of it. That's just my guess on the purpose of the clean hit for BB. There could be more.
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